Difference between revisions of "BrokenShade/NonFightChallenges"
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This page is devoted to challenges that should not include a fight, in my own format. | This page is devoted to challenges that should not include a fight, in my own format. | ||
− | To go back to my [[/IndividualChallenges]] page, you know what to do! ^_^ | + | To go back to my [[BrokenShade/NonFightChallenges/IndividualChallenges]] page, you know what to do! ^_^ |
<b>Antagonist</b> refers to the person causing the problem\\ | <b>Antagonist</b> refers to the person causing the problem\\ |
Revision as of 08:06, 5 April 2010
This page is devoted to challenges that should not include a fight, in my own format.
To go back to my BrokenShade/NonFightChallenges/IndividualChallenges page, you know what to do! ^_^
Antagonist refers to the person causing the problem\\ Props should be included when describing the scene\\ Special Effects are for storyteller use at dramatic moments during the scene\\ Change in Dynamic refers to something that changes the feel of the challenge, at an appropriate time\\ Emotional High is something the storyteller should harp on a bit in game, to let the PCs know they have done well\\ Alternate Victory suggests a way the PCs can succeed without killing
Non-Fight Challenges
Tax Collectors from the realm, setting up outside the town hall
Antagonist : Tax Collector with entourage (two earth DBs, six servants and two slaves) Info about foe : Greedy, will extort extra money ... a drug addict Props to use : Marqee tent, sturdy oak furniture, ice box, money pouch Special Effects : Slaves with leaf-fans, Nasal voice, People pleading, money clinking Change in Dynamic : At first he announces the tax and waits; later the DBs actively head out and drag in PC Encounter Goal : Get collector to leave, without receiving money Emotional High : Distributing money to the poor, people weeping with relief Alternate Victory : Let him collect the tax then ambush later (a distance away) to get money back, or drug him and confuse him - if they simply kill them, the populace suffers + more are sent
An Immaculate preaching against Anathema identifying the PCs, in the Town Square
Antagonist : Air Immaculate Info about foe : A pacifist, uses joint locks and the like. Fervent believer in the Immaculate philosophy Props to use : People gathered, cushions sitting on Special Effects : confused looks, whispers; then possibly glaring, shouts of anger and screams of hate Change in Dynamic : Crowd peaceful at first, then they turn on PCs PC Encounter Goal : To win over the populace, and get the Immaculate to leave peacefully Emotional High : The people supporting the PCs. Or not supporting them. Alternate Victory : Convince Immaculate they aren't Anathema, or convince people not to follow Immaculate philosophy.
A thief, stealing artifacts from the city defences (items people thought of only ceremonial use and of little worth)
Antagonist : A mortal (southern) thief Info about foe : Hired by forces inimical to the city, who provide him with info and help Props to use : Calling cards, traps for investigators Special Effects : swirling cape, disappearing stunts, firedust explosions Change in Dynamic : Thief isn't actually stealing worthless trinkets ... he is stealing powerful artifacts! PC Encounter Goal : Catch the thief, retrieve the artifacts Emotional High : Finding out who hired the thief, what is missing and why (really nefarious purposes) Alternate Victory : Catch the thief
One of the PCs' mentors has been kidnapped
Antagonist : Fae noble Info about foe : Uses glamours to entrance victims. Props to use : White fae steeds, glass armour and shuriken, wyld touched scenery, picnic site with - crystal goblets, green green grass, wicker baskets, fresh fruits, stream nearby Special Effects : vibrant colours, clouds of butterflies, canaries singing / glass shuriken shatter and form dark essence stealing spiders Change in Dynamic : Mentor "loves" fae and will fight to the death for it PC Encounter Goal : Rescue mentor who does not want to be rescued Emotional High : Appreciative and emotional mentor Alternate Victory : Convince fae to let mentor go, or bribe it with cache of dreamstones
People in the village are dying, and telltale marks are left at the scenes of the crimes
Antagonist : Bloody Hand Info about foe : Dematerialises each time the PCs think they kill it Props to use : Village magistrate, hungry ghosts of deceased, village graveyard and funerals Special Effects : Bloody knives at crime scenes, pleading relatives, smell of freshly turned earth, dark clouds roil but no rain or thunder Change in Dynamic : Trails of blood leading to the site of the first murder PC Encounter Goal : Find the Demon and banish or destroy it Emotional High : Cleansing the village of a taint, getting justice Alternate Victory : Find what act summoned the Demon (the first murder), and bring murderer to justice the village spirit can let them into the Hand's sanctum when they figure things out
An ambitious god blood kidnaps a PC's sister for ransom
Antagonist : A secretive group of kidnappers, led by the daughter of the god of larceny Info about foe : leaves very few clues, likes to show off, acrobatic Props to use : Ransom note, Family members, Local law enforcement, trapped basement hideout with alarms, deep pit in which sister is held (water trapped) Special Effects : Family members wailing, shadows deepening, disguised echoing voice, flame arrows Change in Dynamic : Member of gang betrays leader, leads to hideout PC Encounter Goal : Free the kidnapped victim, bring the kidnappers to justice Emotional High : Freeing the PC's sister Alternate Victory : Bringing the kidnapper to justice
A barbarian tribe has moved in nearby, and sheep and cattle are going missing
Antagonist : The barbarians, buffalomen leaders (appear to be in buffalo skins) and Lunar progenitor Info about foe : Recently moved in, happy where they are - not agressive, but believe cattle fair game Props to use : Barbarians in skins with hatchets and spears, hide tents, sacred buffalo, hides tanning Special Effects : Leaders laughing at PCs, rippling muscles, light glinting off horns Change in Dynamic : At first, only barbarians and beastmen. At an appropriate time, the Lunar arrives PC Encounter Goal : To recover lost animals, prevent more losses, without a war Emotional High : Respect from the Lunar Alternate Victory : Treaty, so barbarians keep off village land. Possibly a mutual border protection.
The circus and theme caravan arrives in town, with acrobats, fortune tellers, dancing bears and celebration
Antagonist : The charismatic Abyssal fortune teller Info about foe : Old gypsy lady, has crystal ball that corrupts the fate of mortals who look into it When enough people's fates are corrupted, ritual to make town slowly change into a shadowland Props to use : Circus tent, sabre tooth tigers, bears, crowds, hall of mirrors, house of horror Special Effects : Ghosts (eery noises; boo!), cheering, vibrant colours, bamboo structures Change in Dynamic : A passing Lunar objects to the treatment of the bears, and looses them PC Encounter Goal : Find source of "bad luck" affecting various (superstitious) townspeople Emotional High : Unmasking the Old Lady, chasing her off (darkness falls, and she dematerialises) Alternate Victory : Pinning the bad luck on the old lady
Everyone around the PCs (including their loved ones) is falling sick
Antagonist : A disease spirit Info about foe : Being blackmailed by an Abyssal, to kill everyone in the village; is always dirty Props to use : Rats (normal, spirits, ghosts (Abyssal cronies)), Special Effects : People coughing, delirious, feverish, river turning foul Change in Dynamic : All food starts to spoil ... PC Encounter Goal : Save everyone Emotional High : Family healed Alternate Victory : Convince spirit to leave, or help it get free of the Abyssal
The beginnings of an Ancestor Worshipping cult
Antagonist : An Elusive Abyssal preacher Info about foe : Very sneaky, very convincing old man in a sackcloth and ashes Props to use : People wearing black, new house shrines, elaborate burials Special Effects : Ghosts start to appear, at night Change in Dynamic : An ancient and powerful ghost (PC's ancestor) manifests Someone realises there have been miscarriages but no births since ghosts started to manifest PC Encounter Goal : Put the ghosts to rest Emotional High : The first baby is born once more Alternate Victory : Persuade the ghosts to go into Lethe
A Fair Folk begins to feed
Antagonist : A fair folk illusionist Info about foe : ate inkeeper's mind and sold him as a slave, now feeds on guests at inn Props to use : Listless people lounging around, mindless Special Effects : People wandering aimlessly into wherever the PCs are, knocking things over etc Change in Dynamic : A "conjurer" is paid to do a fireworks show, and more people are affected. He is accused, and a lynch mob forms ... PC Encounter Goal : Preserve the townsfolk, return them to activity. Emotional High : The minds are not consumed yet, and can be returned to (most of) the victims? ^_^ Alternate Victory : Identify and remove the illusionist (persuade him to return to the Wyld?) after getting the victims minds back for them
Rescuing a party of hunters from a Wyld zone
Antagonist : The capricious Wyld Info about foe : Ever changing Props to use : Multi-hued butterflies, snow from a cloudless sky, vorpal bunnies Special Effects : Go Wyld Change in Dynamic : The hunters have fallen into a pit loop (gravity well, through floor to sky to floor) PC Encounter Goal : Rescue the hunters Emotional High : Getting them back safely; reward from one of the hunters Alternate Victory : Find one of the fair folk to do the rescue
Stopping a King of the Wood from terrorising the forest (freeing him from his madness!)
Antagonist : Fae, though at first the King appears to be the culprit Info about foe : Are intent on reclaiming the King's forest for the Wyld A first age tower (manse) was keeping the wyld out, but just broke Props to use : Trees, Ancient Tower, rubble, vines, forest animals Special Effects : Sun shines black, sound becomes colour, octopi rain down Trees fall, villagers scream, fae laugh heartlessly Change in Dynamic : The king, who has been terrorising the forest, is the victim! PC Encounter Goal : The villagers needs to be able to collect wood in the forest Emotional High : Freeing the King and obtaining his gratitude Alternate Victory : Scare the (wood aspected) Fae off, or ... obtain a device to capture them!
Rain is Falling, and floods are threatening
Antagonist : The son of the Storm God Info about foe : Arrogant, willful, enjoys throwing his power around Irritated by local fire spirit and wants revenge ... hence flood Props to use : His ego, and lots of water Special Effects : Thunder, lightning, rain, hail, mud, cold! Change in Dynamic : The god blood's pets (river dragons) arrive PC Encounter Goal : Get the god blood to stop playing with the elements Emotional High : The sun comes out, warmth and greenery abound Alternate Victory : Find an appropriate water elemental to censure him, or Bring an apology from the (proud) fire spirit Kill him and that character has eternal rain and lightning strikes